/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Tencent is pleased to support the open source community by making behaviac available.
//
// Copyright (C) 2015 THL A29 Limited, a Tencent company. All rights reserved.
//
// Licensed under the BSD 3-Clause License (the "License"); you may not use this file except in compliance with
// the License. You may obtain a copy of the License at http://opensource.org/licenses/BSD-3-Clause
//
// Unless required by applicable law or agreed to in writing, software distributed under the License is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and limitations under the License.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////

#include "behaviac/base/base.h"
#include "behaviac/behaviortree/nodes/composites/withprecondition.h"
#include "behaviac/behaviortree/nodes/composites/selectorloop.h"

namespace behaviac
{
	WithPrecondition::WithPrecondition()
	{}

	WithPrecondition::~WithPrecondition()
	{}

	void WithPrecondition::load(int version, const char* agentType, const properties_t& properties)
	{
		super::load(version, agentType, properties);
	}

	bool WithPrecondition::IsValid(Agent* pAgent, BehaviorTask* pTask) const
	{
		if (!WithPrecondition::DynamicCast(pTask->GetNode()))
		{
			return false;
		}
	
		return super::IsValid(pAgent, pTask);
	}

	BehaviorTask* WithPrecondition::createTask() const
	{
		WithPreconditionTask* pTask = BEHAVIAC_NEW WithPreconditionTask();
		

		return pTask;
	}

	void WithPreconditionTask::addChild(BehaviorTask* pBehavior)
	{
		super::addChild(pBehavior);
	}

	void WithPreconditionTask::copyto(BehaviorTask* target) const
	{
		super::copyto(target);
	}


	void WithPreconditionTask::save(ISerializableNode* node) const
	{
		super::save(node);
	}

	void WithPreconditionTask::load(ISerializableNode* node)
	{
		super::load(node);
	}



    bool WithPreconditionTask::onenter(Agent* pAgent)
    {
    	BEHAVIAC_UNUSED_VAR(pAgent);
		BehaviorTask* pParent = this->GetParent();
		BEHAVIAC_UNUSED_VAR(pParent);

		//when as child of SelctorLoop, it is not ticked normally
		BEHAVIAC_ASSERT(SelectorLoopTask::DynamicCast(pParent));

		return true;
    }

    void WithPreconditionTask::onexit(Agent* pAgent, EBTStatus s)
    {
    	BEHAVIAC_UNUSED_VAR(pAgent);
    	BEHAVIAC_UNUSED_VAR(s);

		BehaviorTask* pParent = this->GetParent();
		BEHAVIAC_UNUSED_VAR(pParent);

        BEHAVIAC_ASSERT(SelectorLoopTask::DynamicCast(pParent));
    }

	
	BehaviorTask* WithPreconditionTask::PreconditionNode()
	{
		BEHAVIAC_ASSERT(this->m_children.size() == 2);

		return (this->m_children)[0];
	}


	BehaviorTask* WithPreconditionTask::Action()
	{
		BEHAVIAC_ASSERT(this->m_children.size() == 2);

		return (this->m_children)[1];
	}


    EBTStatus WithPreconditionTask::update(Agent* pAgent, EBTStatus childStatus)
	{
		BEHAVIAC_UNUSED_VAR(pAgent);
		BEHAVIAC_UNUSED_VAR(childStatus);

		BehaviorTask* pParent = this->GetParent();
		BEHAVIAC_UNUSED_VAR(pParent);
		BEHAVIAC_ASSERT(SelectorLoopTask::DynamicCast(pParent));

		return BT_RUNNING;
	}

}